Exiting a dungeon cellar, or after ExitingOverworldCellar when exiting an overworld cave.

GameMode_InOverworldCellar

$B

We stay in this state when in stores (overworld) and cellars (dungeons), instead of going to Normal.
The map location doesn't change.

GameMode_ExitingOverworldCellar

$C

GameMode_EndCredits

$D

GameMode_CreateSave

$E

GameMode_DeleteSave

$F

GameMode_EnteringDoor

$10

GameMode_JustDied

$11

GameMode_PickedUpTriforce

$12

GameMode_FoundZelda

$13

GameMode_Dummy

$FF

enum: ControllerBits

ControllerBits_Dpad_Right

1

ControllerBits_Dpad_Left

2

ControllerBits_Dpad_Down

4

ControllerBits_Dpad_Up

8

ControllerBits_Start

$10

ControllerBits_Select

$20

ControllerBits_B

$40

ControllerBits_A

$80

enum: WalkState

WalkState_Unknown2_10

$10

WalkState_Unknown2_20

$20

WalkState_Unknown2_30

$30

WalkState_3_MovementLocked

$40

Setting this causes odd behavior when coming out of the start menu, so this is a bit more subtle than just locking movement.

enum: ArrowState

ArrowState_ArrowUnknown

8

This is set on the frame after ArrowFiring.

ArrowState_ArrowFiring

$10

ArrowState_ArrowHit

$20

ArrowState_Type_Unknown

$30

Not sure what this is, see check_attack_arrow

enum: Sound1

Sound1_None

0

Sound1_Rupee

1

Sound1_ItemAppeared

2

Sound1_Rupee2

3

Sound1_Secret

4

Sound1_Fairy

8

Sound1_Recorder

$10

Sound1_KilledEnemy

$20

Sound1_EndlessDeathMusic

$40

Sound1_LinkDiedMusic

$80

enum: ScreenData_Overworld_5

ScreenData_Overworld_5_CaveExitY

7

ScreenData_Overworld_5_MonstersEnterFromSide

8

ScreenData_Overworld_5_PushStairsPosition

$30

ScreenData_Overworld_5_Secret_FirstQuest

$40

ScreenData_Overworld_5_Secret_SecondQuest

$80

enum: Sound3

Sound3_ShieldTing

1

Sound3_HitEnemy

2

Sound3_WizzrobeBeam

4

Sound3_Pickup

8

Sound3_GainRupee

$10

Sound3_PlaceBomb

$20

Sound3_LowHealth

$40

OR'd with other sounds

Sound3_Stop

$80

enum: Sound2

Sound2_SwingSword

1

Sound2_FireArrow

2

Sound2_Candle

4

Sound2_EnteredDoor

8

Sound2_BombExplosion

$10

Sound2_Coast

$20

Sound2_StopBossRoar

$80

enum: ScreenData_Overworld_0

ScreenData_Overworld_0_Palette

3

ScreenData_Overworld_0_WaterSound

4

ScreenData_Overworld_0_Zola

8

ScreenData_Overworld_0_CaveExitX

$F0

enum: ScreenData_Overworld_2

ScreenData_Overworld_2_EnemyCode

$3F

ScreenData_Overworld_2_CountCode

$C0

enum: ScreenData_Overworld_3

ScreenData_Overworld_3_ScreenCode

0

ScreenData_Overworld_3_MixedEnemies

$80

enum: DungeonDoor

DungeonDoor_Door

0

DungeonDoor_Wall

1

DungeonDoor_Push

2

DungeonDoor_PushSilent

3

DungeonDoor_BombWall

4

DungeonDoor_LockedDoor

5

DungeonDoor_LockedDoor2

6

DungeonDoor_ShutterDoor

7

enum: InventoryItem

InventoryItem_Sword

0

InventoryItem_Bomb

1

InventoryItem_Arrow

2

InventoryItem_Bow

3

InventoryItem_Candle

4

InventoryItem_Recorder

5

InventoryItem_Meat

6

InventoryItem_Potion

7

InventoryItem_Rod

8

InventoryItem_Raft

9

InventoryItem_Book

$A

InventoryItem_Ring

$B

Passives

InventoryItem_Ladder

$C

InventoryItem_MagicKey

$D

InventoryItem_PowerBracelet

$E

InventoryItem_Letter

$F

InventoryItem_Compass

$10

InventoryItem_Map

$11

InventoryItem_Fairy

$14

InventoryItem_Clock

$15

InventoryItem_Rupee

$16

InventoryItem_Key

$17

InventoryItem_HeartContainer

$18

InventoryItem_Heart

$19

InventoryItem_TriforcePiece

$1A

InventoryItem_HoldingUpTriforce

$1B

This is used when Link is holding a triforce piece over his head.

InventoryItem_5Rupee

$1C

InventoryItem_Boomerang

$1D

InventoryItem_MagicBoomerang

$1E

InventoryItem_Shield

$1F

enum: ScreenStatusOverworld

ScreenStatusOverworld_AllEnemiesKilled

7

The number of enemies killed, or 0x07 if all enemies
on the screen have been killed.

ScreenStatusOverworld_Visited

$20

Same flag in dungeons and overworld

ScreenStatusOverworld_SecretOpened

$80

enum: PPUStatusBits

PPUStatusBits_SpriteOverflow

$20

PPUStatusBits_Sprite0Hit

$40

PPUStatusBits_VBlankStarted

$80

enum: PPUMaskBits

PPUMaskBits_Greyscale

1

PPUMaskBits_BackgroundOnLeft8PX

2

PPUMaskBits_SpritesOnLeft8PX

4

PPUMaskBits_ShowBackground

8

PPUMaskBits_ShowSprites

$10

PPUMaskBits_EmphasizeRed

$20

PPUMaskBits_EmphasizeGreen

$40

PPUMaskBits_EmphasizeBlue

$80

enum: PPUCommandIndices

PPUCommandIndices_IntroTextRelated_2

2

PPUCommandIndices_Unknown_Copied_Data_0

PPUCommandIndices_GameOverMenu

4

PPUCommandIndices_Unknown_Copied_Data_1

6

PPUCommandIndices_SpecialPaletteMapping_Aquamentus

8

PPUCommandIndices_SpecialPaletteMapping_Digdogger_Dodongo

$A

PPUCommandIndices_CurtainsOpening_7

$C

PPUCommandIndices_Unknown_Copied_Data_2

PPUCommandIndices_CurtainsOpening_5

$E

PPUCommandIndices_IntroTextRelated_1

$10

PPUCommandIndices_MainMenu_1

$12

PPUCommandIndices_LevelNumber

$13

PPUCommandIndices_MainMenu_2

$14

PPUCommandIndices_DeleteSave

$16

PPUCommandIndices_DungeonPPUData

$18

This sends ppu_data_for_current_dungeon.

PPUCommandIndices_Unknown_20

$20

PPUCommandIndices_Unknown_22

$22

PPUCommandIndices_Unknown_24

$24

PPUCommandIndices_Cellar

$26

PPUCommandIndices_JustDied_SetLinkGreyscale

$2C

PPUCommandIndices_Unknown_30

$30

PPUCommandIndices_Unknown_32

$32

PPUCommandIndices_Unknown_34

$34

PPUCommandIndices_SpecialPaletteMapping_Ganon

$36

PPUCommandIndices_Unknown_38

$38

PPUCommandIndices_Unknown_3a

$3A

PPUCommandIndices_Unknown_3C

$3C

PPUCommandIndices_Unknown_40

$40

PPUCommandIndices_Unknown_42

$42

PPUCommandIndices_Unknown_44

$44

PPUCommandIndices_TextScrolling

$4E

PPUCommandIndices_Unknown_50

$50

PPUCommandIndices_Unknown_Copied_Data_3

$52

PPUCommandIndices_Unknown_Copied_Data_4

$54

PPUCommandIndices_Unknown_Copied_Data_5

$56

PPUCommandIndices_Unknown_Copied_Data_6

$58

PPUCommandIndices_Unknown_5A

$5A

PPUCommandIndices_Unknown_Copied_Data_7

$5C

PPUCommandIndices_JustDied_5

$5E

PPUCommandIndices_JustDied_3

$60

PPUCommandIndices_JustDied_4

$62

PPUCommandIndices_Unknown_65

$65

PPUCommandIndices_FoundZeldaPalette

$6A

PPUCommandIndices_BombUpgradePrice

$6C

PPUCommandIndices_PickedUpTriforce

$78

PPUCommandIndices_Unknown_7A

$7A

PPUCommandIndices_SpecialPaletteMapping_Gleeok

$7C

enum: Sound0

Sound0_BeamSword

1

Sound0_BossPainSound

2

Sound0_Door

4

Sound0_LinkHit

8

Ow

Sound0_BossRoar1

$10

Sound0_BossRoar2

$20

Sound0_BossRoar3

$40

enum: KnockbackFlags

KnockbackFlags_Unknown_0x40

$40

KnockbackFlags_MaintainTileAlignment

$80

If set, knockback guarantees that it never puts the object off-axis on
both the X and Y axes.

enum: OAMAttributes

OAMAttributes_Palette_1

1

OAMAttributes_Palette_2

2

OAMAttributes_Palette_3

3

OAMAttributes_BehindBackground

$20

OAMAttributes_FlipHorizontally

$40

OAMAttributes_FlipVertically

$80

enum: StoreState

StoreState_CanPickUp

2

Also in this state when we walk into a door repair

StoreState_PickedUpItem

5

StoreState_Finished

8

enum: BeamSwordOrRodState

BeamSwordOrRodState_Beam_Exploding

1

BeamSwordOrRodState_Type_Sword_Beam

$10

BeamSwordOrRodState_Type_Rod

$80

enum: MMCControl

MMCControl_SingleScreenUpperBank

1

MMCControl_VerticalMirroring

2

MMCControl_HorizontalMirroring

3

MMCControl_PRGMode_FixedBank1

$C

This is the only PRG mode used.

enum: ScreenStatusDungeon

ScreenStatusDungeon_WallOpened_Right

1

ScreenStatusDungeon_WallOpened_Left

2

ScreenStatusDungeon_WallOpened_Down

4

ScreenStatusDungeon_WallOpened_Up

8

ScreenStatusDungeon_PickedUpFloorItem

$10

ScreenStatusDungeon_Visited

$20

ScreenStatusDungeon_AllEnemiesKilled

$C0

The number of enemies killed, or 3 (0xC0) if all enemies
on the screen have been killed. (This clips to 2, and the
actual number of enemies killed is stored in
number_of_enemies_killed_in_dungeon_room.)

enum: DamageType

DamageType_Sword

1

DamageType_Boomerang

2

DamageType_Arrow

4

DamageType_Bomb

8

DamageType_Rod

$10

DamageType_Fire

$20

DamageType_Unknown_40

$40

DamageType_Unknown_80

$80

enum: FloorItem

FloorItem_Bomb

0

FloorItem_WoodSword

1

FloorItem_WhiteSword

2

FloorItem_MagicalSword

3

FloorItem_Meat

4

FloorItem_Recorder

5

FloorItem_BlueCandle

6

FloorItem_RedCandle

7

FloorItem_Arrow

8

FloorItem_SilverArrow

9

FloorItem_Bow

$A

FloorItem_MagicKey

$B

FloorItem_Raft

$C

FloorItem_Ladder

$D

FloorItem_GanonTriforce

$E

FloorItem_5Rupee

$F

FloorItem_Rod

$10

FloorItem_Book

$11

FloorItem_BlueRing

$12

FloorItem_RedRing

$13

FloorItem_PowerBracelet

$14

FloorItem_Letter

$15

FloorItem_Compass

$16

FloorItem_Map

$17

FloorItem_Rupee

$18

FloorItem_Key

$19

FloorItem_HeartContainer

$1A

FloorItem_TriforcePiece

$1B

FloorItem_Shield

$1C

FloorItem_Boomerang

$1D

FloorItem_MagicBoomerang

$1E

FloorItem_BluePotion

$1F

FloorItem_RedPotion

$20

FloorItem_Clock

$21

FloorItem_Heart

$22

FloorItem_Fairy

$23

enum: EnemyProperties

EnemyProperties_SkipAutomaticUpdate

1

If set, the main object loop won't update the sprite for this object or check for hits.
The update for the object will do it instead.

EnemyProperties_DrawHalfTile

2

If set, the enemy's sprite is half a tile (one 8x16 sprite instead of two).

EnemyProperties_SkipAutomaticSpriteUpdate

4

If set, the main object loop won't update the sprite for this object.
The update for the object will do it instead.
EnemyProperties_SkipAutomaticUpdate also has this effect (but
also skips hit detection).

EnemyProperties_FlipHorizontal_MirrorVertical

8

Mirror the sprite when vertical, and flip it when horizontal.

EnemyProperties_ReverseDirectionAtWalls

$10

If set, the enemy starts walking in the opposite direction
when he hits a wall. Otherwise, it turns 90 degrees and
starts walking along the wall instead. This interacts with
the enemy's AI (if it's set to rotate 180 degrees, but it's
trying to walk towards Link, it'll just turn back on the next
tile and bump its head against the wall again).

EnemyProperties_Invincible

$20

EnemyProperties_MoveHitboxRight4Pixels

$40

If set, set_position_for_hitbox_check shifts the object's hitbox right 4 pixels instead of 8.

EnemyProperties_ReverseDirectionAfterHittingLink

$80

enum: AttackType

AttackType_Sword

$D

AttackType_SwordBeamOrRodBeam

$E

The beam of either the beam sword or the rod.

AttackType_BoomerangOrMeat

$F

Boomerangs and meat share a slot. Firing the boomerang
while meat is on the ground makes the meat disappear.

AttackType_BombOrFire1

$10

There are two slots for bombs and fire. Two fires can
be shot at once, or a bomb and a fire.

AttackType_BombOrFire2

$11

AttackType_ArrowOrMeleeRod

$12

An arrow in the air, or the melee part of the rod attack.

enum: ObjectType

ObjectType_None

0

ObjectType_BlueLynel

1

ObjectType_RedLynel

2

ObjectType_BlueMoblin

3

ObjectType_RedMoblin

4

ObjectType_BlueGoriya

5

ObjectType_RedGoriya

6

ObjectType_RedOctorok

7

ObjectType_RedOctorokFast

8

ObjectType_BlueOctorok

9

ObjectType_BlueOctorokFast

$A

ObjectType_RedDarknut

$B

ObjectType_BlueDarknut

$C

ObjectType_BlueTektite

$D

ObjectType_RedTektite

$E

ObjectType_BlueLeever

$F

ObjectType_RedLeever

$10

ObjectType_Zola

$11

ObjectType_Vire

$12

ObjectType_Zol

$13

ObjectType_Gel1

$14

ObjectType_Gel2

$15

ObjectType_PolsVoice

$16

ObjectType_LikeLike

$17

ObjectType_Digdogger_Spawn

$18

ObjectType_Smoke

$19

ObjectType_Peahat

$1A

ObjectType_BlueKeese

$1B

ObjectType_RedKeese

$1C

ObjectType_DarkKeese

$1D

ObjectType_Armos

$1E

ObjectType_FallingRocks_Daemon

$1F

ObjectType_FallingRock

$20

ObjectType_Ghini

$21

ObjectType_GhiniFromTombs

$22

Created by handle_spawning_armos_ghini_on_touch

ObjectType_BlueWizzrobe

$23

ObjectType_RedWizzrobe

$24

ObjectType_Patra_Eye_1

$25

Eyes used by ObjectType_Patra_1.

ObjectType_Patra_Eye_2

$26

Eyes used by ObjectType_Patra_2.

ObjectType_WallMaster

$27

ObjectType_Rope

$28

ObjectType_Unknown_29

$29

Is this used?

ObjectType_Stalfos

$2A

ObjectType_Bubble

$2B

ObjectType_BlueBubble

$2C

ObjectType_RedBubble

$2D

ObjectType_Whirlwind

$2E

ObjectType_LakeFairy

$2F

Drop fairies are FloorPickup objects.

ObjectType_Gibdo

$30

ObjectType_DodongoMiniboss

$31

ObjectType_DodongoBoss

$32

ObjectType_BlueGohma

$33

ObjectType_RedGohma

$34

ObjectType_TenRupees

$35

One rupee, spawned in a pattern of 10

ObjectType_HungryGoriya

$36

ObjectType_Zelda

$37

ObjectType_Digdogger_3

$38

ObjectType_Digdogger_1

$39

ObjectType_RedLanmola

$3A

ObjectType_BlueLanmola

$3B

ObjectType_Manhandla

$3C

ObjectType_Aquamentus

$3D

ObjectType_Ganon

$3E

ObjectType_Flame

$3F

ObjectType_Flame_Unkillable

$40

ObjectType_Moldorm

$41

ObjectType_Gleeok_1_Head

$42

ObjectType_Gleeok_2_Heads

$43

ObjectType_Gleeok_3_Heads

$44

ObjectType_Gleeok_4_Heads

$45

ObjectType_Gleeok_Flying_Head

$46

ObjectType_Patra_1

$47

ObjectType_Patra_2

$48

ObjectType_WallTrap_Vert

$49

ObjectType_WallTrap_Horiz

$4A

ObjectType_OldMan_Dungeon_Hint_0

$4B

DODONGO DISLIKES SMOKE.

ObjectType_OldMan_Dungeon_Hint_1

$4C

EASTMOST PENNINSULA IS THE SECRET.

ObjectType_OldMan_Dungeon_Hint_2

$4D

SECRET POWER IS SAID TO BE IN THE ARROW.

ObjectType_OldMan_Dungeon_Hint_3

$4E

DIGDOGGER HATES CERTAIN KIND OF SOUND.

ObjectType_OldMan_BombUpgrade

$4F

I BET YOU'D LIKE TO HAVE MORE BOMBS.

ObjectType_OldMan_Dungeon_Hint_4

$50

THERE'S A SECRET IN THE TIP OF THE NOSE.

ObjectType_OldMan_Mugger

$51

LEAVE YOUR LIFE OR MONEY.

ObjectType_OldMan_Dungeon_Hint_5

$52

IF YOU GO IN THE DIRECTION OF THE ARROW.

ObjectType_Octorok_Projectile

$53

ObjectType_Unknown_Projectile_54

$54

ObjectType_Homing_Fireball_1

$55

ObjectType_Homing_Fireball_2

$56

Fireball_1 can be deflected by the shield. Fireball_2 can't.

ObjectType_Lynel_Sword

$57

ObjectType_Projectile_Blue_Wizzrobe_Beam

$58

ObjectType_Projectile_Red_Wizzrobe_Beam

$59

ObjectType_Unknown_Projectile_5A

$5A

Does anything create this?

ObjectType_Moblin_Arrow

$5B

ObjectType_Goriya_Boomerang

$5C

ObjectType_EnemyDeath

$5D

ObjectType_RecorderPondDaemon

$5E

ObjectType_Ladder

$5F

ObjectType_FloorPickup

$60

All dead enemies turn into this, whether they actually have
a floor pickup or not. If they have no item, this is invisible.

ObjectType_OverworldSecret_Raft

$61

An overworld raft spot.

ObjectType_OverworldSecret_Push_Rock

$62

An overworld push block (rock sprite).

ObjectType_OverworldSecret_Bomb

$63

An overworld bomb spot.

ObjectType_OverworldSecret_Candle

$64

An overworld candle spot.

ObjectType_OverworldSecret_Push_Tomb

$65

An overworld push block (tomb sprite).

ObjectType_OverworldSecret_Push_Armos

$66

An overworld push block (Armos sprite).

ObjectType_OverworldSecret_Bomb_2

$67

An overworld bomb spot. I'm not sure how this differs from ObjectType_OverworldSecret_Bomb.